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Makes more sense that the syndicates would teleport it onto the station since that's the thing they are trying to blow up.
Also having to disarm the bomb by cutting wires because it suddenly showed up in the escape hallway could be funny.
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Can you imagine a round where the escape shuttle is 20 seconds away from leaving, when the nuke teleports onboard?
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Captain_Bravo Wrote:Can you imagine a round where the escape shuttle is 20 seconds away from leaving, when the nuke teleports onboard?
Directly onto the escape shuttle, where everyone is ripping at red and blue while pushing each other down to fart on them.
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Captain_Bravo Wrote:Honestly, I kind of like that. It would drastically reduce the conflict over when it's ok to hit the syndicate shuttle, it would add a lot more fun to the end of a nuke round, when traditionally everyone just pisses and moans and gives up, and it would give even more reason for the syndicate to have at least one infiltrator agent. He gives his life to defend the nuke when it arrives on the station, while the crew tries to invade the room and start snipping wires.
Maybe you could make it so once the nuke is armed, all Syndicate Pinpointers begin pointing to the spot where it will appear, before the 30-second teleport. Gives operatives a chance to attack and secure the area, gives enterprising crewmembers an incentive to steal a pinpointer and prepare a bomb defusal squad in advance.
Screw my original idea, it should be this.